#ifndef OPENGLSHADER_H #define OPENGLSHADER_H /* OpenGL 2.0 */ const char PASSTHROUGH_VERT_SHADER_110[] = "#version 110\n" "varying vec2 TEX0; \n" "\n" "void main()\n" "{\n" " gl_Position = ftransform(); \n" " TEX0 = gl_MultiTexCoord0.xy; \n" "}\n"; const char PALETTE_FRAG_SHADER_110[] = "#version 110\n" "uniform sampler2D Texture; \n" "uniform sampler2D PaletteTexture; \n" "varying vec2 TEX0; \n" "\n" "void main()\n" "{\n" " vec4 pIndex = texture2D(Texture, TEX0); \n" " gl_FragColor = texture2D(PaletteTexture, vec2(pIndex.r * (255.0/256.0) + (0.5/256.0), 0)); \n" "}\n"; const char PASSTHROUGH_FRAG_SHADER_110[] = "#version 110\n" "uniform sampler2D Texture; \n" "varying vec2 TEX0; \n" "\n" "void main()\n" "{\n" " vec4 texel = texture2D(Texture, TEX0); \n" " gl_FragColor = texel; \n" "}\n"; /* OpenGL 3.0 */ const char PASSTHROUGH_VERT_SHADER[] = "#version 130\n" "in vec4 VertexCoord;\n" "in vec4 COLOR;\n" "in vec4 TexCoord;\n" "out vec4 COL0;\n" "out vec4 TEX0;\n" "uniform mat4 MVPMatrix;\n" "\n" "void main()\n" "{\n" " gl_Position = MVPMatrix * VertexCoord;\n" " COL0 = COLOR;\n" " TEX0.xy = TexCoord.xy;\n" "}\n"; const char PALETTE_FRAG_SHADER[] = "#version 130\n" "out vec4 FragColor;\n" "uniform sampler2D Texture;\n" "uniform sampler2D PaletteTexture;\n" "in vec4 TEX0;\n" "\n" "void main()\n" "{\n" " vec4 pIndex = texture(Texture, TEX0.xy);\n" " FragColor = texture(PaletteTexture, vec2(pIndex.r * (255.0/256.0) + (0.5/256.0), 0));\n" "}\n"; const char PASSTHROUGH_FRAG_SHADER[] = "#version 130\n" "out vec4 FragColor;\n" "uniform sampler2D Texture;\n" "in vec4 TEX0;\n" "\n" "void main()\n" "{\n" " vec4 texel = texture(Texture, TEX0.xy);\n" " FragColor = texel;\n" "}\n"; /* OpenGL 3.2 (Core Profile) */ const char PASSTHROUGH_VERT_SHADER_CORE[] = "#version 150\n" "in vec4 VertexCoord;\n" "in vec4 COLOR;\n" "in vec4 TexCoord;\n" "out vec4 COL0;\n" "out vec4 TEX0;\n" "uniform mat4 MVPMatrix;\n" "\n" "void main()\n" "{\n" " gl_Position = MVPMatrix * VertexCoord;\n" " COL0 = COLOR;\n" " TEX0.xy = TexCoord.xy;\n" "}\n"; const char PALETTE_FRAG_SHADER_CORE[] = "#version 150\n" "out vec4 FragColor;\n" "uniform sampler2D Texture;\n" "uniform sampler2D PaletteTexture;\n" "in vec4 TEX0;\n" "\n" "void main()\n" "{\n" " vec4 pIndex = texture(Texture, TEX0.xy);\n" " FragColor = texture(PaletteTexture, vec2(pIndex.r * (255.0/256.0) + (0.5/256.0), 0));\n" "}\n"; const char PASSTHROUGH_FRAG_SHADER_CORE[] = "#version 150\n" "out vec4 FragColor;\n" "uniform sampler2D Texture;\n" "in vec4 TEX0;\n" "\n" "void main()\n" "{\n" " vec4 texel = texture(Texture, TEX0.xy);\n" " FragColor = texel;\n" "}\n"; /* // The following code is licensed under the MIT license: https://gist.github.com/TheRealMJP/bc503b0b87b643d3505d41eab8b332ae // Ported from code: https://gist.github.com/TheRealMJP/c83b8c0f46b63f3a88a5986f4fa982b1 // Samples a texture with Catmull-Rom filtering, using 9 texture fetches instead of 16. // See http://vec3.ca/bicubic-filtering-in-fewer-taps/ for more details // Modified to use 5 texture fetches */ const char CATMULL_ROM_FRAG_SHADER[] = "#version 130\n" "out mediump vec4 FragColor;\n" "uniform int FrameDirection;\n" "uniform int FrameCount;\n" "uniform vec2 OutputSize;\n" "uniform vec2 TextureSize;\n" "uniform vec2 InputSize;\n" "uniform sampler2D Texture;\n" "in vec4 TEX0;\n" "\n" "#define Source Texture\n" "#define vTexCoord TEX0.xy\n" "\n" "#define SourceSize vec4(TextureSize, 1.0 / TextureSize)\n" "#define outsize vec4(OutputSize, 1.0 / OutputSize)\n" "\n" "void main()\n" "{\n" " vec2 samplePos = vTexCoord * SourceSize.xy;\n" " vec2 texPos1 = floor(samplePos - 0.5) + 0.5;\n" "\n" " vec2 f = samplePos - texPos1;\n" "\n" " vec2 w0 = f * (-0.5 + f * (1.0 - 0.5 * f));\n" " vec2 w1 = 1.0 + f * f * (-2.5 + 1.5 * f);\n" " vec2 w2 = f * (0.5 + f * (2.0 - 1.5 * f));\n" " vec2 w3 = f * f * (-0.5 + 0.5 * f);\n" "\n" " vec2 w12 = w1 + w2;\n" " vec2 offset12 = w2 / (w1 + w2);\n" "\n" " vec2 texPos0 = texPos1 - 1.;\n" " vec2 texPos3 = texPos1 + 2.;\n" " vec2 texPos12 = texPos1 + offset12;\n" "\n" " texPos0 *= SourceSize.zw;\n" " texPos3 *= SourceSize.zw;\n" " texPos12 *= SourceSize.zw;\n" "\n" " float wtm = w12.x * w0.y;\n" " float wml = w0.x * w12.y;\n" " float wmm = w12.x * w12.y;\n" " float wmr = w3.x * w12.y;\n" " float wbm = w12.x * w3.y;\n" "\n" " vec3 result = vec3(0.0f);\n" "\n" " result += texture(Source, vec2(texPos12.x, texPos0.y)).rgb * wtm;\n" " result += texture(Source, vec2(texPos0.x, texPos12.y)).rgb * wml;\n" " result += texture(Source, vec2(texPos12.x, texPos12.y)).rgb * wmm;\n" " result += texture(Source, vec2(texPos3.x, texPos12.y)).rgb * wmr;\n" " result += texture(Source, vec2(texPos12.x, texPos3.y)).rgb * wbm;\n" "\n" " FragColor = vec4(result * (1. / (wtm + wml + wmm + wmr + wbm)), 1.0);\n" "}\n"; const char CATMULL_ROM_FRAG_SHADER_CORE[] = "#version 150\n" "out mediump vec4 FragColor;\n" "uniform int FrameDirection;\n" "uniform int FrameCount;\n" "uniform vec2 OutputSize;\n" "uniform vec2 TextureSize;\n" "uniform vec2 InputSize;\n" "uniform sampler2D Texture;\n" "in vec4 TEX0;\n" "\n" "#define Source Texture\n" "#define vTexCoord TEX0.xy\n" "\n" "#define SourceSize vec4(TextureSize, 1.0 / TextureSize)\n" "#define outsize vec4(OutputSize, 1.0 / OutputSize)\n" "\n" "void main()\n" "{\n" " vec2 samplePos = vTexCoord * SourceSize.xy;\n" " vec2 texPos1 = floor(samplePos - 0.5) + 0.5;\n" "\n" " vec2 f = samplePos - texPos1;\n" "\n" " vec2 w0 = f * (-0.5 + f * (1.0 - 0.5 * f));\n" " vec2 w1 = 1.0 + f * f * (-2.5 + 1.5 * f);\n" " vec2 w2 = f * (0.5 + f * (2.0 - 1.5 * f));\n" " vec2 w3 = f * f * (-0.5 + 0.5 * f);\n" "\n" " vec2 w12 = w1 + w2;\n" " vec2 offset12 = w2 / (w1 + w2);\n" "\n" " vec2 texPos0 = texPos1 - 1.;\n" " vec2 texPos3 = texPos1 + 2.;\n" " vec2 texPos12 = texPos1 + offset12;\n" "\n" " texPos0 *= SourceSize.zw;\n" " texPos3 *= SourceSize.zw;\n" " texPos12 *= SourceSize.zw;\n" "\n" " float wtm = w12.x * w0.y;\n" " float wml = w0.x * w12.y;\n" " float wmm = w12.x * w12.y;\n" " float wmr = w3.x * w12.y;\n" " float wbm = w12.x * w3.y;\n" "\n" " vec3 result = vec3(0.0f);\n" "\n" " result += texture(Source, vec2(texPos12.x, texPos0.y)).rgb * wtm;\n" " result += texture(Source, vec2(texPos0.x, texPos12.y)).rgb * wml;\n" " result += texture(Source, vec2(texPos12.x, texPos12.y)).rgb * wmm;\n" " result += texture(Source, vec2(texPos3.x, texPos12.y)).rgb * wmr;\n" " result += texture(Source, vec2(texPos12.x, texPos3.y)).rgb * wbm;\n" "\n" " FragColor = vec4(result * (1. / (wtm + wml + wmm + wmr + wbm)), 1.0);\n" "}\n"; /* // The following code is licensed under the MIT license: // Hyllian's jinc windowed-jinc 2-lobe sharper with anti-ringing Shader // Copyright (C) 2011-2016 Hyllian/Jararaca - sergiogdb@gmail.com // https://github.com/libretro/glsl-shaders/blob/09e2942efbab2f51b60ff0b93b7761b0b0570910/windowed/shaders/lanczos2-sharp.glsl */ const char LANCZOS2_FRAG_SHADER[] = "#version 130\n" "#define JINC2_WINDOW_SINC 0.5\n" "#define JINC2_SINC 1.0\n" "#define JINC2_AR_STRENGTH 0.8\n" "\n" "out vec4 FragColor;\n" "uniform int FrameDirection;\n" "uniform int FrameCount;\n" "uniform vec2 OutputSize;\n" "uniform vec2 TextureSize;\n" "uniform vec2 InputSize;\n" "uniform sampler2D Texture;\n" "in vec4 TEX0;\n" "\n" "const float pi = 3.1415926535897932384626433832795;\n" "const float wa = JINC2_WINDOW_SINC*pi;\n" "const float wb = JINC2_SINC*pi;\n" "\n" "// Calculates the distance between two points\n" "float d(vec2 pt1, vec2 pt2)\n" "{\n" " vec2 v = pt2 - pt1;\n" " return sqrt(dot(v,v));\n" "}\n" "\n" "vec3 min4(vec3 a, vec3 b, vec3 c, vec3 d)\n" "{\n" " return min(a, min(b, min(c, d)));\n" "}\n" "\n" "vec3 max4(vec3 a, vec3 b, vec3 c, vec3 d)\n" "{\n" " return max(a, max(b, max(c, d)));\n" "}\n" "\n" "vec4 resampler(vec4 x)\n" "{\n" " vec4 res;\n" "\n" " res.x = (x.x==0.0) ? wa*wb : sin(x.x*wa)*sin(x.x*wb)/(x.x*x.x);\n" " res.y = (x.y==0.0) ? wa*wb : sin(x.y*wa)*sin(x.y*wb)/(x.y*x.y);\n" " res.z = (x.z==0.0) ? wa*wb : sin(x.z*wa)*sin(x.z*wb)/(x.z*x.z);\n" " res.w = (x.w==0.0) ? wa*wb : sin(x.w*wa)*sin(x.w*wb)/(x.w*x.w);\n" "\n" " return res;\n" "}\n" "\n" "void main()\n" "{\n" " vec3 color;\n" " vec4 weights[4];\n" "\n" " vec2 dx = vec2(1.0, 0.0);\n" " vec2 dy = vec2(0.0, 1.0);\n" "\n" " vec2 pc = TEX0.xy*TextureSize;\n" "\n" " vec2 tc = (floor(pc-vec2(0.5,0.5))+vec2(0.5,0.5));\n" " \n" " weights[0] = resampler(vec4(d(pc, tc -dx -dy), d(pc, tc -dy), d(pc, tc +dx -dy), d(pc, tc+2.0*dx -dy)));\n" " weights[1] = resampler(vec4(d(pc, tc -dx ), d(pc, tc ), d(pc, tc +dx ), d(pc, tc+2.0*dx )));\n" " weights[2] = resampler(vec4(d(pc, tc -dx +dy), d(pc, tc +dy), d(pc, tc +dx +dy), d(pc, tc+2.0*dx +dy)));\n" " weights[3] = resampler(vec4(d(pc, tc -dx+2.0*dy), d(pc, tc +2.0*dy), d(pc, tc +dx+2.0*dy), d(pc, tc+2.0*dx+2.0*dy)));\n" "\n" " dx = dx/TextureSize;\n" " dy = dy/TextureSize;\n" " tc = tc/TextureSize;\n" "\n" " vec3 c00 = texture(Texture, tc -dx -dy).xyz;\n" " vec3 c10 = texture(Texture, tc -dy).xyz;\n" " vec3 c20 = texture(Texture, tc +dx -dy).xyz;\n" " vec3 c30 = texture(Texture, tc+2.0*dx -dy).xyz;\n" " vec3 c01 = texture(Texture, tc -dx ).xyz;\n" " vec3 c11 = texture(Texture, tc ).xyz;\n" " vec3 c21 = texture(Texture, tc +dx ).xyz;\n" " vec3 c31 = texture(Texture, tc+2.0*dx ).xyz;\n" " vec3 c02 = texture(Texture, tc -dx +dy).xyz;\n" " vec3 c12 = texture(Texture, tc +dy).xyz;\n" " vec3 c22 = texture(Texture, tc +dx +dy).xyz;\n" " vec3 c32 = texture(Texture, tc+2.0*dx +dy).xyz;\n" " vec3 c03 = texture(Texture, tc -dx+2.0*dy).xyz;\n" " vec3 c13 = texture(Texture, tc +2.0*dy).xyz;\n" " vec3 c23 = texture(Texture, tc +dx+2.0*dy).xyz;\n" " vec3 c33 = texture(Texture, tc+2.0*dx+2.0*dy).xyz;\n" " \n" " // Get min/max samples\n" " vec3 min_sample = min4(c11, c21, c12, c22);\n" " vec3 max_sample = max4(c11, c21, c12, c22);\n" " \n" " color = vec3(dot(weights[0], vec4(c00.x, c10.x, c20.x, c30.x)), dot(weights[0], vec4(c00.y, c10.y, c20.y, c30.y)), dot(weights[0], vec4(c00.z, c10.z, c20.z, c30.z)));\n" " color+= vec3(dot(weights[1], vec4(c01.x, c11.x, c21.x, c31.x)), dot(weights[1], vec4(c01.y, c11.y, c21.y, c31.y)), dot(weights[1], vec4(c01.z, c11.z, c21.z, c31.z)));\n" " color+= vec3(dot(weights[2], vec4(c02.x, c12.x, c22.x, c32.x)), dot(weights[2], vec4(c02.y, c12.y, c22.y, c32.y)), dot(weights[2], vec4(c02.z, c12.z, c22.z, c32.z)));\n" " color+= vec3(dot(weights[3], vec4(c03.x, c13.x, c23.x, c33.x)), dot(weights[3], vec4(c03.y, c13.y, c23.y, c33.y)), dot(weights[3], vec4(c03.z, c13.z, c23.z, c33.z)));\n" " color = color/(dot(weights[0], vec4(1,1,1,1)) + dot(weights[1], vec4(1,1,1,1)) + dot(weights[2], vec4(1,1,1,1)) + dot(weights[3], vec4(1,1,1,1)));\n" "\n" " // Anti-ringing\n" " vec3 aux = color;\n" " color = clamp(color, min_sample, max_sample);\n" " color = mix(aux, color, JINC2_AR_STRENGTH);\n" "\n" " // final sum and weight normalization\n" " FragColor.xyz = color;\n" "}\n"; const char LANCZOS2_FRAG_SHADER_CORE[] = "#version 150\n" "#define JINC2_WINDOW_SINC 0.5\n" "#define JINC2_SINC 1.0\n" "#define JINC2_AR_STRENGTH 0.8\n" "\n" "out vec4 FragColor;\n" "uniform int FrameDirection;\n" "uniform int FrameCount;\n" "uniform vec2 OutputSize;\n" "uniform vec2 TextureSize;\n" "uniform vec2 InputSize;\n" "uniform sampler2D Texture;\n" "in vec4 TEX0;\n" "\n" "const float pi = 3.1415926535897932384626433832795;\n" "const float wa = JINC2_WINDOW_SINC*pi;\n" "const float wb = JINC2_SINC*pi;\n" "\n" "// Calculates the distance between two points\n" "float d(vec2 pt1, vec2 pt2)\n" "{\n" " vec2 v = pt2 - pt1;\n" " return sqrt(dot(v,v));\n" "}\n" "\n" "vec3 min4(vec3 a, vec3 b, vec3 c, vec3 d)\n" "{\n" " return min(a, min(b, min(c, d)));\n" "}\n" "\n" "vec3 max4(vec3 a, vec3 b, vec3 c, vec3 d)\n" "{\n" " return max(a, max(b, max(c, d)));\n" "}\n" "\n" "vec4 resampler(vec4 x)\n" "{\n" " vec4 res;\n" "\n" " res.x = (x.x==0.0) ? wa*wb : sin(x.x*wa)*sin(x.x*wb)/(x.x*x.x);\n" " res.y = (x.y==0.0) ? wa*wb : sin(x.y*wa)*sin(x.y*wb)/(x.y*x.y);\n" " res.z = (x.z==0.0) ? wa*wb : sin(x.z*wa)*sin(x.z*wb)/(x.z*x.z);\n" " res.w = (x.w==0.0) ? wa*wb : sin(x.w*wa)*sin(x.w*wb)/(x.w*x.w);\n" "\n" " return res;\n" "}\n" "\n" "void main()\n" "{\n" " vec3 color;\n" " vec4 weights[4];\n" "\n" " vec2 dx = vec2(1.0, 0.0);\n" " vec2 dy = vec2(0.0, 1.0);\n" "\n" " vec2 pc = TEX0.xy*TextureSize;\n" "\n" " vec2 tc = (floor(pc-vec2(0.5,0.5))+vec2(0.5,0.5));\n" " \n" " weights[0] = resampler(vec4(d(pc, tc -dx -dy), d(pc, tc -dy), d(pc, tc +dx -dy), d(pc, tc+2.0*dx -dy)));\n" " weights[1] = resampler(vec4(d(pc, tc -dx ), d(pc, tc ), d(pc, tc +dx ), d(pc, tc+2.0*dx )));\n" " weights[2] = resampler(vec4(d(pc, tc -dx +dy), d(pc, tc +dy), d(pc, tc +dx +dy), d(pc, tc+2.0*dx +dy)));\n" " weights[3] = resampler(vec4(d(pc, tc -dx+2.0*dy), d(pc, tc +2.0*dy), d(pc, tc +dx+2.0*dy), d(pc, tc+2.0*dx+2.0*dy)));\n" "\n" " dx = dx/TextureSize;\n" " dy = dy/TextureSize;\n" " tc = tc/TextureSize;\n" "\n" " vec3 c00 = texture(Texture, tc -dx -dy).xyz;\n" " vec3 c10 = texture(Texture, tc -dy).xyz;\n" " vec3 c20 = texture(Texture, tc +dx -dy).xyz;\n" " vec3 c30 = texture(Texture, tc+2.0*dx -dy).xyz;\n" " vec3 c01 = texture(Texture, tc -dx ).xyz;\n" " vec3 c11 = texture(Texture, tc ).xyz;\n" " vec3 c21 = texture(Texture, tc +dx ).xyz;\n" " vec3 c31 = texture(Texture, tc+2.0*dx ).xyz;\n" " vec3 c02 = texture(Texture, tc -dx +dy).xyz;\n" " vec3 c12 = texture(Texture, tc +dy).xyz;\n" " vec3 c22 = texture(Texture, tc +dx +dy).xyz;\n" " vec3 c32 = texture(Texture, tc+2.0*dx +dy).xyz;\n" " vec3 c03 = texture(Texture, tc -dx+2.0*dy).xyz;\n" " vec3 c13 = texture(Texture, tc +2.0*dy).xyz;\n" " vec3 c23 = texture(Texture, tc +dx+2.0*dy).xyz;\n" " vec3 c33 = texture(Texture, tc+2.0*dx+2.0*dy).xyz;\n" " \n" " // Get min/max samples\n" " vec3 min_sample = min4(c11, c21, c12, c22);\n" " vec3 max_sample = max4(c11, c21, c12, c22);\n" " \n" " color = vec3(dot(weights[0], vec4(c00.x, c10.x, c20.x, c30.x)), dot(weights[0], vec4(c00.y, c10.y, c20.y, c30.y)), dot(weights[0], vec4(c00.z, c10.z, c20.z, c30.z)));\n" " color+= vec3(dot(weights[1], vec4(c01.x, c11.x, c21.x, c31.x)), dot(weights[1], vec4(c01.y, c11.y, c21.y, c31.y)), dot(weights[1], vec4(c01.z, c11.z, c21.z, c31.z)));\n" " color+= vec3(dot(weights[2], vec4(c02.x, c12.x, c22.x, c32.x)), dot(weights[2], vec4(c02.y, c12.y, c22.y, c32.y)), dot(weights[2], vec4(c02.z, c12.z, c22.z, c32.z)));\n" " color+= vec3(dot(weights[3], vec4(c03.x, c13.x, c23.x, c33.x)), dot(weights[3], vec4(c03.y, c13.y, c23.y, c33.y)), dot(weights[3], vec4(c03.z, c13.z, c23.z, c33.z)));\n" " color = color/(dot(weights[0], vec4(1,1,1,1)) + dot(weights[1], vec4(1,1,1,1)) + dot(weights[2], vec4(1,1,1,1)) + dot(weights[3], vec4(1,1,1,1)));\n" "\n" " // Anti-ringing\n" " vec3 aux = color;\n" " color = clamp(color, min_sample, max_sample);\n" " color = mix(aux, color, JINC2_AR_STRENGTH);\n" "\n" " // final sum and weight normalization\n" " FragColor.xyz = color;\n" "}\n"; #endif